Coin of the Wolf, a simple stolen enchanted device

From the excellent Ancient Vaults & Eldritch Secrets-An oldschool gaming blog, comes an interesting item which I decided to refit into Ars Magica.

The Coin of the Wolf – by Ancient Vaults (on May 10th 2017) writes the item as a D&D magical  item:

‘Are you going to lose that thing?’ Chalk asked Valance as the two adventurers strolled down the uneven cobblestones of Ird.

‘I intended to lose this coin and a few others if indeed Jarks is going into the deep woods in a few days,’ the priest of the Spider God said with a smile.

‘It isn’t like you to willingly lose, can’t you just drop it on his person?’ the wizard asked.

‘Too risky with all of his goons around, besides, spiders will lead us to the bodies to fetch the coins,’ Valance replied.

Chalk nodded as he saw a trio of chickens skitter nervously out of their path.

Forged by a dwarven forge-master at the request of a mischievous druid the Coin of the Wolf has lead to some interesting and sometimes unfortunate situations, almost all of which have been totally unexpected, except for that one strange fellow that defiantly carried one of these everywhere….

Benefit: This magical coin causes the one bearing it to give off the scent of an alpha wolf to all animals around. Domestic animals will panic when within 30′ of the bearer of the strange coin, attempting to flee whenever possible. Creatures of Animal to Semi- Intelligence (1-4) with 4HD or more that have aggressive natures will attack the one with the cursed coin 80% of the time. Even after getting rid of this dread item the effects last for one hour afterward.

For Ars magica it can be created as a basic MuIm device & effect.

Coin of the Wolf (Muto Imagonem 10, as CrIm base 1 to modify one sense, +1 Touch, +2 Sun, +1 moving image. Then device mods: +5 for 24x uses per day). Changes the target’s scent of an alpha male wolf. Device requires a pawn of vis to create.

 

Lost Spells (part 3) Crossing rivers

Continuing the series of converting old spells… In Christs Footsteps (ReCo5) was introduced to 5th edition in Guardians of the Forest (P96), however that does not assist with companions and familiars, and is dangerous when the caster gets distracted or in a crisis.

Footsteps Across the Sweeping River

Rego Corpus 15, R: Touch, D: Sun, T: Individual

Allows the targeted person to move across any surface that otherwise could not support them for the duration. Invented for travel in regions where the ground is unstable or where many rivers and lakes would impede a direct route.

(Base 4, +1 Touch, +2 Sun)

Hoofbeats Across the Turbulent Sea

Rego Animal 15, R: Touch, D: Sun, T: Individual

Allows the targeted animal to move across any surface that otherwise could not support them for the duration. Invented for travel in regions where the ground is unstable or where many rivers and lakes would impede a direct route.

(Base 4, +1 Touch, +2 Sun)

Over 500+ new spells for Ars Magica can be found here.

Lost Spells (part 2) Unnatural Fire

A strange and dangerous spell, although there are times when having a fire which burns while wet might be very handy. The original lasted for as long as the caster concentrated which makes sense as a demonstration of the transformation, but not as a true device of dangerous and unnatural fire. The spell is more dangerous than converting water to oil, as so many other water sources may be present which are uncontrolled.

Unquenched Flame

Muto Ignem / Aquam 20, R: Voice, D: Sun, T: Individual

This spell changes a fire of a size up to bonfire so it unnaturally consumes water as fuel, as though it were oil or wood. The fire would be particularly dangerous in a wet forest, or on a marsh, and could be used to actually burn a river.

(Base 4, +2 Voice, +2 Sun)

Over 550+ new spells for Ars Magica can be found here.

A spell to throw swimmers to shore

Our wizards in a campaign might be about to face off against mermen, sea monsters, and all sorts of aquatic nasties. I’m pondering spells to defeat them. Given many aquatic creatures don’t do well on land I thought to throw them into the beach.

Strand the Whale Upon the Shore

Rego Aquam 40, R: Voice, D: Concentration, T: Group

This spell creates powerful many currents and jets of water under the control of the caster, which allow them to move waterborne creatures and objects against their will, including ejecting them from the ocean upon the beach. The spell can affect a very large part of a greater water source.

(Base 5 for controlling in a violent way, +2 Voice, +1 Conc, +2 Group, +2 size)

Many other new spells for Ars Magica can be found in my grimoire.

Lost Spells (part 1) Extending Injuries

I’ve found an old site full of Ars Magica spells which appear to be from the third edition of the game (it’s French and looks like 3e … ?), and while many are now in some book or other – spells remain which are darn great so I’ve revamped them for 5th edition Ars Magica. This is the first of many post based upon these “lost spells”.

Firstly a spell stop natural healing for the duration, which makes more sense as a reworking of the Creo Corpus guidelines for wound recovery. In 5e it is easier to inflict a light wound than heal one (base 10 vs 15), so using similar stepping difficulties with Perdo Corpus base 1 causes a -3 to rolls, which scales by additional magnitude to base 10 to cause a -18 modifier. And further to base 15 to stop all wounds from improving for the duration.

Curse of Chronic Injury

Perdo Corpus 15, R: Touch, D: Moon, T: Individual

The target suffers a -9 to all wound recovery rolls for the duration.

(Base 3, +1 Touch, +3 Moon)

The Stagnant Flesh

Perdo Corpus 35, R: Touch, D: Moon, T: Individual

The target cannot heal naturally from any wounds or infliction for the duration. All recovery rolls which indicate an improvement are ignored, and negative side effects of rolls are retained.

(Base 15, +1 Touch, +3 Moon)

All the 550+ new spells for Ars Magica can be found here.

A spell to create an Elegant Church

Tailoring of spells is a standard part of Ars Magica. This is a rework of Conjuring the Mystic Tower to create a cathedral instead of a tower. As such it has the same mechanics but a different description.

Conjuring the House of the Gods

Creo Terram 35, R: Touch, D: Mom, T: Individual, Ritual

This spell creates a large cathedral, subject to the desires and designs of the caster. A typical layout has a broad central hall, several tall spires, many private chambers along all sides, stairways between levels, window spaces along all walls, a subterranean vault, and a smaller private chapel to one side.

Walls 1-3 feet thick at the base. The cathedral is bordered by a 1 pace tall wall set 10-15 paces from the outer edges of the church. The cathedral has room to accommodate hundreds of worshipers in the main hall, and their supporting staff dwellings, supplies and meeting places.

The spell provides 10,000 cubic paces of stone. The complexity modifier allows for the structure to be ornate, and made a single piece of stone with shutters, doors and such built in. When small parts are needed they are created within the single piece using thin stone slivers. The overall spell design has allowed for some internal and artistic complexity.

(Base 3 to create stone, +1 Touch, +4 size, +3 complex design, ritual)

Within the game where I hope the spell will be used there are many types of faith, with flexible design the same spell can create very different catherdrals, as long as the building is sufficiently church like. It would not be possible to use CtMT to create this style of building just like a spell to create a horse cannot create a dog.

Find this spell and hundreds more for Ars Magica in my grimoire.

A simple enchanted device – Fixed Bookplate

Bookplate of the Watchful Librarian – A matched set of a silver bookplate and a reed sized silver token, which are enchanted as a fixed arcane connections to each other. This allows the bookplate to be attached to a tome and lent out, and the token can be used to find the book should it become lost. A simple device which costs a pawn of vis to fix as a permanent AC in one season. Perfect as an apprentice level lab activity.